Files
DayZ-Epoch/dayz_code/actions/player_craftItem.sqf
2013-06-19 10:15:59 -05:00

203 lines
6.5 KiB
Plaintext

/*
DayZ Crafting
Usage: spawn player_goFishing;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_onLadder","_canDo","_selectedRecipeOutput","_proceed","_itemIn","_countIn","_missing","_missingQty","_qty","_itemOut","_countOut","_started","_finished","_animState","_isMedic","_removed","_tobe_removed_total","_textCreate","_textMissing","_selectedRecipeInput","_num_removed","_removed_total","_temp_removed_array","_abort","_reason","_isNear","_missingTools","_hastoolweapon","_selectedRecipeTools","_distance","_crafting","_needNear","_consumeweapons","_item"];
if(TradeInprogress) exitWith { cutText ["Crafting already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
// temp array of removed parts
_temp_removed_array = [];
_abort = false;
_distance = 2;
_reason = "";
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);
_item = _this;
_crafting = "Crafting";
// check if fire is reqired
_needNear = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "neednearby");
if("fire" in _needNear) then {
_isNear = {inflamed _x} count (position player nearObjects _distance);
if(_isNear == 0) then {
_abort = true;
_reason = "fire";
};
};
if("workshop" in _needNear) then {
_isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ"], 5]);
if(_isNear == 0) then {
_abort = true;
_reason = "workshop";
};
};
if(_abort) exitWith {
cutText [format["Crafting needs a %1 within %2 meters",_reason,_distance], "PLAIN DOWN"];
TradeInprogress = false;
};
// diag_log format["Checking for fire: %1", _isFireNear];
if (_canDo) then {
// Moved all recipes input and outputs to configs
_selectedRecipeOutput = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "output");
_selectedRecipeInput = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "input");
_selectedRecipeTools = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "requiretools");
_consumeweapons = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "consumeweapons");
_missing = "";
_missingTools = false;
{
_hastoolweapon = _x in weapons player;
if(!_hastoolweapon) exitWith { _missingTools = true; _missing = _x; };
} forEach _selectedRecipeTools;
if(!_missingTools) then {
diag_log format["Selected Recipe Input: %1", _selectedRecipeInput];
diag_log format["Selected Recipe Output: %1", _selectedRecipeOutput];
// Dry run to see if all parts are available.
_proceed = true;
{
_itemIn = _x select 0;
_countIn = _x select 1;
diag_log format["Recipe Check: %1 %2", _itemIn,_countIn];
// not neccessary
//if (!(_itemIn in magazines player)) exitWith { _missing = _itemIn; _missingQty = _countIn; _proceed = false; };
// match against class and parentClass
_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
} forEach _selectedRecipeInput;
// If all parts proceed
if (_proceed) then {
cutText ["Crafting started", "PLAIN DOWN"];
player playActionNow "Medic";
[player,"repair",0,false] call dayz_zombieSpeak;
[player,50,true,(getPosATL player)] spawn player_alertZombies;
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
_finished = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started and !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
r_doLoop = false;
if (_finished) then {
_removed_total = 0; // count total of removed items
_tobe_removed_total = 0; // count total of all to be removed items
// Take items
{
_removed = 0;
_itemIn = _x select 0;
_countIn = _x select 1;
// diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
_tobe_removed_total = _tobe_removed_total + _countIn;
{
if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {
_num_removed = ([player,_x] call BIS_fnc_invRemove);
_removed = _removed + _num_removed;
_removed_total = _removed_total + _num_removed;
if(_num_removed >= 1) then {
_temp_removed_array set [count _temp_removed_array,_x];
};
};
} forEach magazines player;
} forEach _selectedRecipeInput;
diag_log format["removed: %1 of: %2", _removed, _tobe_removed_total];
// Only proceed if all parts were removed successfully
if(_removed_total == _tobe_removed_total) then {
// Put items
{
// consumeweapons
{
player removeWeapon _x;
} forEach _consumeweapons;
_itemOut = _x select 0;
_countOut = _x select 1;
diag_log format["Recipe Output: %1 %2", _itemOut,_countOut];
for "_x" from 1 to _countOut do {
player addMagazine _itemOut;
};
// get display name
_textCreate = getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName");
// Add crafted item
cutText [format["Crafted Item: %1 x %2",_textCreate,_countOut], "PLAIN DOWN"];
} forEach _selectedRecipeOutput;
} else {
// Refund parts since we failed
{player addMagazine _x;} forEach _temp_removed_array;
cutText [format["Missing Parts after first check Item: %1 / %2",_removed_total,_tobe_removed_total], "PLAIN DOWN"];
};
} else {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
cutText ["Canceled crafting.", "PLAIN DOWN"];
};
} else {
_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
cutText [format["Missing %1 more of %2",_missingQty, _textMissing], "PLAIN DOWN"];
};
} else {
_textMissing = getText(configFile >> "CfgWeapons" >> _missing >> "displayName");
cutText [format["Missing Tool: %1",_textMissing], "PLAIN DOWN"];
};
} else {
cutText ["Crafting needs a fire within 2 meters.", "PLAIN DOWN"];
};
TradeInprogress = false;